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@Darenix: I would aim for a better one, but I have seen people practice witn bad weapons and actually make them pretty good. Just try it out and see how you like it.

Aurum Palm: The Cont. Fire is really good. Standing, Foward, and Backward Cont Fire leaves you with the best chance of actually hitting your opponent. The Charge Shot shoot in a straight line, so you have to have pretty good aim or equip the power Autorectile.

Aurum Bow: Has great homing and range iirc. Pretty easy to get comfortable with.

Aurum Orbitors: I dont really know much about these.

Aurum Blade: I know it has pretty poor Range, so Shot Range +2 or +3 is needed. Not sure about the homing and whatnot.

Aurum Palm: what Leo said. Also mind that this Palm doesn't have that much homing as others, so you need to keep that reticle on your opponents. Also, it's range is good for a palm and it charges faster than other Palms.

Aurum Bow: It's high homing on charged shots is useful and continuous fire shoots a lot of projectiles, unlike other bows that shoot up to three. Keep in mind that Aurum Bow's damage output isn't very high, so you will not make a OHKO weapon out of this without a certain mod combination or Energy Charge power.

Aurum Orbitars: Hit fast and hard, don't have much homing. It's best trait is the continuous fire.

Aurum Blade: This is one good ranged blade. Charges fast, has fine homing and those shots are as fast as lightning.

Aurum Club: For a club, this doesn't do a lot of damage, more like damage of an average weapon. However, it's projectiles are big, travel really fast and have high shot cancellation, meaning your opponents wont be able to shoot through it to hit you back. If I remember correctly, this one takes 4.5 seconds to charge, which is on the higher end of the clubs.

Woo, finally got past Medusa in Boss Battles Hard! And got a crappy weapon as a reward So now my record is 10 defeated bosses. Apart from that I also finally have 50 narrowly avoided shots and 5 panels left to open in the Treasure Hunt.

I thought about running Aeris Armor, but I went with E.Charge, Slip Shot, and Homing Boost. I usually use the FDCS, but when opportunity strikes I can get in a melee combo and follow it up with my BDCS, which on its own does 354.2 without E.Charge.

I thought about running Aries Armor, but I went with E.Charge, Slip Shot, and Homing Boost. I usually use the FDCS, but when opportunity strikes I can get in a melee combo and follow it up with my BDCS, which on its own does 354.2 without E.Charge.

Meh, should've been simply ranged Pandoras with those mods. If you had Melee Combo in there as well, then these would be better. But personally I wouldn't really even try going melee with OD-4 without using Aries Armor.

This weapon canceled out my Eyetracks instantly, as well as my Viridi Palm. The Cont. Fire from it was hard to get away from because of the extra speed and he/she was running Bumblebee and Super Armor.

Eyetrack shots can be cancelled out by any cont fire tbh. Their SC value is the lowest of all weapons ever, so no wonder. However, the advantage of Brawler Claws is that it can cancel out much more than just Eyetracks, the spread out cont fire is almost like a walking shield against many things.

Whoever fused those Brawlers must have had amazing luck getting all those mods on a single weapon. Even with cloning it's not so easy to get this, more so with 6 stars, though I believe the best you can get with those mods is 3 stars. I'll check the value calculator for this.

Yea, I know about the easy cancellation of Eyetracks, it just suprised me at first because I didnt know he had Shot Cancellation on it. He might have not had Overall Defense and Full Health Boost, but I know for sure he had the other mods.

Yea, I know about the mixed Pandora Claws. They were fused from a 5.5/5.5 Blade and something else.

Brawlers are already higher than average at cancellation. Add SC+1 to it and you can avoid most damage.
SCF of Brawlers has value of 3 and that is higher or on par than any cont fire SC value. Usually it's 1 or 2 for cont fire and 2-3 for bows. With SC+1 Brawlers cancel out any continuous fire (needs no SC+1 to cancel out Viridi Palm's CF tho). Now, I'd say half of the charged shots have SC value of 4, so those would be cancelled by Brawlers as well. Cannons,Clubs and Staves have higher values but I think only Staves can pierce through Brawlers because their SC is much higher. There's also projectile 'HP' to be taken in account but right now I can't be bothered to look into that.

Also must take into account that Brawler Claws cont fire is very fast and shoots a ton of SC4 fists of fury.

Sonic cannon 272
Ranged++++
Melee+++
Shot range+3
Shot homing+3
Ignore the melee stars.
This weapon might not be the best weapin but its range is just werid. 63.? is its cont. shot distance and 8?.? is ch. shot. The shot dose 85 damage

Your attacks certainly do more damage on average with Energy Charge maxed out compared to most of my weapons. I am surprised that Palutena Blade does so little, it just seemed to me that it hits like a truck o_O And fyi, Fighters health is about 222, so half of your weapons OHKO at max damage (which is easy or hard to achieve depending on the weapon).

Your attacks certainly do more damage on average with Energy Charge maxed out compared to most of my weapons. I am surprised that Palutena Blade does so little, it just seemed to me that it hits like a truck o_O And fyi, Fighters health is about 222, so half of your weapons OHKO at max damage (which is easy or hard to achieve depending on the weapon).

Yeah, except that now I must redo a lot of my power sets. In the clan games a few powers are banned, so I can't have them and I am too lazy to switch around all the time, so I'll just get rid of them altogether.